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A member registered May 02, 2017 · View creator page →

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Ah nice, I didn't know about that game, looks cool.  It was some time ago, I  think I wanted to do Married With Children and Commodore 64 aesthetics, then the rest just "happened".

Cheers, I enjoyed all Pirate Jams, hope it'll come back at some point.

Hehe well... It truly was perfect  jam to push the main game to more what it should be, crazy over the top stuff :D

But yeah, timing wise, it just seems to create too much friction and stress. On other hand little one seems to be super into it, so we're playing around with idea of maybe doing some simple games together, no jams, no pressure.

Being  completely honest, most of the time was spent on re-factoring level creation and gate system, where I hoped  it would be on polish and    making the pub look more like a pub, the neon signs, the jazz.

Downside of family life, even jams that are few weeks long are not enough to get everything done :| 

Heh yeah it can  get quite overwhelming quick. While working on original game, I was told to crank the difficulty up even more :D

It's the beer kegs on the first  (mall) pub block you can use as weapons  :D

I think I need to work a bit more on making the pub look more like a pub

Hahaha... not *that* big, but carrying some lockdown weight for sure  XD

Worked out well tho, jam fits the existing game, needed to update stuff anyways, win win win situation, hopefully I'll see it through, haven't managed to submit for   last 3-4 jams  I've joined     :|

Same here, looking forward to get crackin'

Completely forgot I wrote this. I use slow-mon quite heavily in my new game, should probably re-read this and see if it still holds up or if I have something to add 😅

Thanks for checking out my game :)

At first I thought it'll be quite easy to look at some viking-themed icon line art and manually type in co-ordinates in game engine. It turned out to be very time consuming at later stages of the jam, and also the simpler 3-arrow image was probably the hardest to figure out, so def it works better for more detailed images.

If I decide to pick it up again for full game, I'll probably work on developer tools first to make it easier to add proper art :)

Thanks for checking out my game, much appreciated!

Thank you for checking out the game!

I had this urge to try hand at modern viking design and something non-pixel art and also a "zen" game, no death states, just... solving simple puzzles. Had to manually track lines from design software, which isn't ideal, but a bit more work and "level editor" yeah it could work quite well for story telling. 

I don't know if I have it in me to work on full feature RPG just yet, but once other projects are wrapped up, might re-visit :)

Man it's been so long.

I *think* the little guy was suppose to grab a ledge if you have opening and can climb back out that way, but it seems that check is buggy.

Now that I look at that puzzle, it's trying to be too clever and it's too many steps, it was based on loads of internal logic where some moves were cancelled out by actions (for example jumping while falling).

Must have messed up some movement logic when I re-factored the UI for circular one and tried to add more animations based what the character was doing (original jam entry just moved the token, no animation) :|

Lol it's been so long, let me check :D

(1 edit)

It was game jam entry so a bit limited time wise in that sense :) I think shot gun was temporary power up in that game.

There is unused paste knife in the game as well, I think you access it with pressing 1, I can't remember if it actually works :D

Hey King, thank you so much for checking out my game.

I'm pretty chuffed with some animations as well, not bad for a programmer art 😎

I have to admit I wasn't too happy with having to drop back to melee and making it less powerful to force players go get better weapons and leaving them exposed if ammo is out.

So, at the moment I'm working on two fundamental changes to gameplay - making smaller hub / home level where player goes off to short mission levels, and revamping weapon system completely.

I'm thinking you get to choose main weapon with unlimited weaker attack, but somehow you can fill up overdrive meter to unleash powerful super attack with some special visual effects for short period of time. Main weapon and super attack are not linked, so you can mix and match them freely, should make it a bit more interesting for players.

Instead of unlocking weapons in "mission sections", you select your loadout in hub world, and can unlock new items same way, spending in game points you collect on missions.

Also was thinking of making guitar into short-distance flying boomerang.

How does that sound? 😅

Thank you for playing :)

It was one of the humble bundle sound FX packages that included Pirate pack, unfortunately there are no info file in ZIP, so I can't even tell where the original package was from :/

The game started out as straight puzzle game, but I realised I won't have time to put in different stages, so made it a bit more action oriented, but keeping some of the puzzle elements :P

Cheers, glad you liked it :)

Thanks for the feedback. There was some logic in there originally for more puzzle game play approach so that ships were always moving. So for example you can not turn towards land. I did consider taking it out, but then again sometimes it offers that nice "how do I get out of this situation" effect, so was really in two minds about it. 

Cheers bud, thanks for checking it out :P

Ah cheers matey! It started out as more puzzle game, but I realised I won't be able to add many actual puzzles in there in time, so made it a bit more action oriented, keeping attack logic. It came out pretty well, considering the shift mid project, but pretty happy how it turned out :)

Cheers! :) I considered more puzzle like gameplay at first, but it become obvious I wouldn't be able to add many actual puzzles within time limit. In the end it became a bit more action oriented, but keeping the original idea of having to maneuver ships in position to attack or having to make sure you don't end up under fire yourself.

Ah nice!

I wasn't expecting to get much traction with this game, it's pretty straight forward and missing that special hook to make it stand out, but managed to learn few more tricks, specially with a bit more advanced math :)

Good luck with getting through all 130 games :)

I would agree with that notion - 2 day jams are barely enough for me to get a game out, so this one is a bit more straight forward and a bit less "here's a twist to gameplay" as I would like too :)

Ran out of time back then, and didn't think of picking up shoes from the floor, but good shout. If I ever rework this game, probably will have to drop the show asthetics tho, you know intellectual property laws and all that.

Thank you. Well to be honest, most of it is down to assets ;)

And I've just noticed some moons in this one 😋 https://kenney.nl/assets/background-elements-redux

Thanks for heads up tho, good to know about rule limitations 👍

Kenney Jam 2019 community · Created a new topic Art assets

Do all art assets have to come from your asset packs? For example, suppose someone is hypothetically making space game that requires background image of space/galaxy to enhance illusion of movement, but there's currently nothing like that in the packs (on first very brief look). Could that background, to stay true to jam's rules, be a photo or generated image, or are only assets based on already existing arts allowed?